Vintage Story analytics, storm to storm.

The C# server mod reads server tick against 33 ms (30 per second), sessions, deaths by cause, the world day and temporal storms.

See how players die, what temporal storms do to your server and when your settlement is online.

Free for one server. No card needed.

Questions it answers for Vintage Story servers

What the demo dashboard answers for this game.

How do players die?

Deaths by cause, by world day.

What do storms do?

Players and deaths around temporal storms.

Is the server keeping up?

Server tick as the world grows.

Who comes back?

Day-1, day-7 and day-30 retention for every week of new players.

When is the settlement online?

Players online through the week.

What does the store earn?

Store revenue once you connect your store (Operator). Vintage Story players aren't linked to store buyers.

What ServerStats tracks on Vintage Story servers

A server-side code mod for Vintage Story 1.22. Players install nothing. Player events have not yet been tested with a live multiplayer client.

Performance

  • Ticks per second against 30 TPS, and tick work time without the sleep
  • Lag spikes split by phase and by server system: entity and block simulation, chunk sending, autosave
  • World save time and count
  • Loaded chunks, map chunks and map regions, entities by kind

Players

  • Sessions, and the time from join to playing
  • New and returning players, D1, D7 and D30 retention
  • Ping every 10 seconds, chat counted by channel but never read

Survival

  • Deaths by damage source and type, PvP kills
  • Creature kills by creature and weapon
  • Blocks broken and placed
  • Temporal stability per player (deep metrics)

World

  • World day
  • Temporal storms: start, strength, length and days to the next one
  • Store revenue once you connect your store (Operator); buyers aren't linked to players

No install yet? Basic mode reads the public Vintage Story master list, so “Advertise server” must be on. There's no direct query, so no response time. Check any Vintage Story server with the free server status checker.

Plugin-specific payment and gamemode integrations for Vintage Story are planned. The general dashboard and payments log work today.

The number that matters: Ticks per second

33.3ms
The tick budget: 30 ticks a second
Target
30 TPS
Idle tick work
About 0.02 ms
Lag spike
250 ms (configurable)
Split by
Phase and system

The Vintage Story server runs its main loop 30 times a second: each tick does its work, then sleeps until 33.3 ms have passed. ServerStats measures the work and leaves out the sleep, so tick time shows how much of the tick budget is really used.

A slow tick is split into the phase that took the time: server systems (each one named, such as entity simulation or chunk sending), mods' tick listeners, main-thread tasks and client packets, or the world save. Vintage Story keeps no per-mod timings, so a slow mod shows up as the phase its code ran in.

Spikes carry the temporal storm state, so you can see whether storms, and the fights they bring, cost you ticks.

One mod. About five minutes.

Works with

  • Vintage Story dedicated server
  • C# mod API
  • Connects out only. No ports to open on your server.
  • A one-time claim code, then the agent signs everything it sends with its own key. No reusable secret is stored on your server or ours.
  • Player IDs are keyed hashes in analytics. Player IP addresses are never sent to us.
Server console
# Put the zip (unopened) into the server's Mods folder and start once, then:
/serverstats claim SS-XXXX-XXXX-XXXX

# or set ClaimCode in <VintagestoryData>/ModConfig/ServerStats/ServerStats.yaml

Vintage Story questions

What is a good TPS for a Vintage Story server?

30. The server targets 30 ticks a second, so each tick has 33.3 ms. ServerStats shows ticks per second, the work inside each tick, and every tick over your lag-spike threshold (250 ms by default, at least 67 ms).

What do temporal storms do to my server?

Every storm is recorded with its strength and length, and players, deaths and tick time are shown around it, so you can see whether storms cost you players or ticks.

Do players need the mod?

No. It's a server-side mod and isn't required on clients.

Which game version does it support?

Vintage Story 1.22 (built against 1.22.7; it needs 1.22.0 or newer). The server runs on .NET 10.

Can I use basic mode instead?

Yes, if “Advertise server” is on. Basic mode reads the public master list: players and whether the server is listed, with nothing to install.

Does it work with other mods?

Yes. A slow mod is named by the phase its code ran in, since the game keeps no per-mod timings.

Is it free?

Free covers one server with 24 hours of history, forever, with no card. Operator is $9.99 a month for 10 servers and 90 days of history, which you need for week-on-week trends and D7 or D30 retention. Yearly billing gives two months free.

Related games

One ServerStats account covers every game you run.

Start with one Vintage Story server, free

Install it and see your first numbers today.